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Serious problem with my all.spawn - corrupt?

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  14:14:32  27 May 2010
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soopytwist
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On forum: 03/30/2010
Messages: 447
Serious problem with my all.spawn - corrupt?

Is there a limit to how much stuff you can spawn from the alife files in the all.spawn? I've added a load of stuff to a few levels but now I can't add anything more without this error:

[error]Expression : no_assert
[error]Function : CALifeStoryRegistry::add
[error]File : E:\stalker\sources\trunk\xr_3da\xrGame\alife_story_registry.cpp
[error]Line : 30
[error]Description : Specified story object is already in the Story registry!

IT doesn't matter what I spawn or where or what level file. ANYTHING I add causes a CTD and this error. It doesn't make any sense. In what context is a specified story object already in the story registry? I'm not using story_id, names are unique, section number's, [####] for example, are also unique to that level.

What is causing this? Have I spawned too much and now can no longer spawn any additional items? Or is the all.spawn corrupt?

I've tried spawning all kinds of things from physic objects, artefacts, anomalies, stalkers, dead NPCs, items - the list goes on, I simply cannot add anything more without a CTD.

And it's just ONE thing I'm adding. If I don't the game runs fine but If I just one more thing - no game.
  14:21:39  27 May 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
 

Message edited by:
SetaKat
05/27/2010 14:21:50
Messages: 6342
Does it tell you what the story ID is? If so, search for it in the files. Also, look at everything you've added, and see if there is a story id that shouldn't be there.
If you copied and pasted pre-existing sections, one of them might have had a story_id associated with it, which you didn't notice (I've made the same mistake) and since it exists, it is causing the crash.
A piece of advice: add or change a few things, compile and test. That way, if something goes wrong, its easier to find and fix.
  14:29:53  27 May 2010
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soopytwist
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On forum: 03/30/2010
 

Message edited by:
soopytwist
05/27/2010 14:31:53
Messages: 447
Yep! my suspicions are correct. There is a limit to how much you can additionally add in the alife files.

Case in point. Level Stancia2 as an example, although it really doesn't matter what level. I added a physic object at the bottom of the list, numbered [2099]. Compile this and try to run the game and it crashes to desktop with the error above.

However, and this is where it gets weird, I comment out (with ; ) another entry in the list, in this example the outfit on line [2048]. Compile and run the game and it works.

So there's a limit here, I don't know if anybody is aware of this - well you're aware of it now.

Perhaps some memory limit? Number of objects allowed in the total all.spawn. I don't know. I'd appreciate an expert to look into this.

EDIT

I'm not adding story_id so there can't be any conflicts with them.
  14:42:18  27 May 2010
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soopytwist
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On forum: 03/30/2010
Messages: 447
It works accross levels to. Case in point, and I list everything here in case you think I'm making this shit up:

Added the following to alife_l05_bar.ltx:

[4291]
; cse_abstract properties
section_name = physic_object
name = bar_poster
position = 134.25,-3.43,22.20
direction = 9.68108224697062e-007,3.14157581329346,-1.88013956403665e-007

; cse_alife_object properties
game_vertex_id = 1168
distance = 0
level_vertex_id = 76465
object_flags = 0xffffffba

; cse_visual properties
visual_name = physics\large_trash\bar_poster

; cse_ph_skeleton properties

; cse_alife_object_physic properties
physic_type = 0x3
mass = 10


Compile this and run will crash. Unless I do this in l12_stancia_2:

;;[2048]
; cse_abstract properties
;;section_name = military_outfit
;;name = aes2_military_outfit_0000
;;position = 573.378723144531,10.0351028442383,125.151817321777
;;direction = 0,0,0

; cse_alife_object properties
;;game_vertex_id = 2517
;;distance = 0
;;level_vertex_id = 5983
;;object_flags = 0xffffff3f

; cse_visual properties
;;visual_name = equipments\stalker_comander_suit

; cse_alife_item properties
;;condition = 0.999999582767487

;;upd:num_items = 0

;;upd:condition = 255


Compile and run, game loads fine. If I remove the ;; compile and run game will crash. As you can see there I'm not using story_id and it doesn't matter what items I spawn or comment out or on which levels. It's add one thing and crash or add one thing and remove another, no crash.
  15:32:39  27 May 2010
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Lijenstina
Doom metal in the shade of the flying radiators
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On forum: 07/23/2005
 

Message edited by:
Lijenstina
05/27/2010 15:32:51
Messages: 1902
soljanka has a 6.6 mb all spawn if there is a total limit they've exceeded it.
  16:19:10  27 May 2010
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soopytwist
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On forum: 03/30/2010
 

Message edited by:
soopytwist
05/27/2010 16:19:45
Messages: 447

---QUOTATION---
soljanka has a 6.6 mb all spawn if there is a total limit they've exceeded it.
---END QUOTATION---



Mine is 4.36Mb, I add just one thing the game crashes. Unless I comment out something else (or remove the code for it entirely).
  21:42:06  27 May 2010
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SacriPan
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On forum: 09/20/2009
 

Message edited by:
SacriPan
05/27/2010 21:47:17
Messages: 319
Vanilla 1.6 all.spawn contains about 8046 entries (from memory). If you add something, it should start at least with 8047. I don't get how you add entries to all.spawn with numbers like 4291 and have a working game (almost). Those entries must be unique, even when regrouping those entries into one single file.

I personnally added some entries in the all.spawn, starting with 8047, and incremented that value for every new entry, and it works fine.

Did you do that or did you just take the last entry in a .ltx file (corresponding to the level you want to spawn something in), and did +1? Because the number you get (here 4291) must be an existing one, in an other .ltx file.

When you decompile the all.spawn, you get several files named after the levels in the game, but it's just due to the guy who wrote the decompiling script (from what I've understood on an other thread here).
So technically, you don't need to add your new entries in the "corresponding"
file (level), because recompiling will melt them, and decompiling again will separate them for you (due to the script).

I don't know if i'm clear, but I hope this helped you.
  23:31:27  27 May 2010
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soopytwist
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On forum: 03/30/2010
Messages: 447
I took the last entry in each alife and used the next number in sequence. I thought the [####] numbers only mattered for the alife file you created one in. I'm modding Oblivion Lost 2.2, how do I check what the last number used was. After what you've said I suppose I ought to use unique numbers for everything I've added so far.
  23:34:17  27 May 2010
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SetaKat
Ex modder, Zones only ferret and will someday release a game
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On forum: 02/20/2010
Messages: 6342
A good bit of advice is to number each new section with something like 90000. I recompile the all.spawn after a major load of edits, and extract it, and that refreshes the active alife pages, which renumbers all sections and I can reuse the 90000 again.
  23:47:19  27 May 2010
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soopytwist
Senior Resident
 

 
On forum: 03/30/2010
Messages: 447

---QUOTATION---
A good bit of advice is to number each new section with something like 90000. I recompile the all.spawn after a major load of edits, and extract it, and that refreshes the active alife pages, which renumbers all sections and I can reuse the 90000 again.
---END QUOTATION---



Okay, I did this the hard way and check all the alife's. The last number used for the OL 2.2 mod is 9124, that sound about right? I've got all the alife's for OL, vanilla and mine including my own backups. So I'll start the alife's fresh with my entries starting with 9125.
 
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